Publish Zymatica Voice LLM hepta-architecture showcase codebases
Browse files
11_Multi_Language_Runtimes_Yang/src/README.md
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# Multi-Language Runtime FFI Structures - Multi-Language Proof Executables
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-
This directory contains functional, logically equivalent implementations of the **Multi-Language Runtime FFI Structures** proof across
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Each implementation executes the verification proof sequence and asserts the designated validation anchor upon successful execution.
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| **Faust** | Faust compiler | `>= 2.0` | sound DSP compiler |
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| **Assembly** | NASM Assembler / Linker | NASM `>= 2.15` | x86-64 NASM assembler |
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| **WAT** | wabt (wat2wasm) / Wasmtime | Wasmtime `>= 1.0` | WebAssembly Text Compiler |
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---
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wasmtime proof.wasm
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```
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---
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## ✅ Verification and Anchors
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# Multi-Language Runtime FFI Structures - Multi-Language Proof Executables
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This directory contains functional, logically equivalent implementations of the **Multi-Language Runtime FFI Structures** proof across 24 programming languages and execution targets. These implementations verify the mathematical logic, data structures, and semantic transformations supporting the Sumerian: Language-U Semantic Communication Protocol.
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Each implementation executes the verification proof sequence and asserts the designated validation anchor upon successful execution.
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| **Faust** | Faust compiler | `>= 2.0` | sound DSP compiler |
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| **Assembly** | NASM Assembler / Linker | NASM `>= 2.15` | x86-64 NASM assembler |
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| **WAT** | wabt (wat2wasm) / Wasmtime | Wasmtime `>= 1.0` | WebAssembly Text Compiler |
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| **WebGL** | Modern Web Browser | WebGL 1.0 / 2.0 | Runs in browser (HTML/JS/GLSL) |
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---
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wasmtime proof.wasm
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```
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### 24. WebGL (Browser/Graphics)
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```bash
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cd webgl
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# Open proof.html in any modern web browser
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start proof.html
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```
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---
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## ✅ Verification and Anchors
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11_Multi_Language_Runtimes_Yang/src/webgl/proof.html
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<!--
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Watermark: ip zymatica.space | astronautshe.com
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Copyright (c) 2026 Zymatica. All rights reserved.
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-->
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<!DOCTYPE html>
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<html lang="en">
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<head>
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<meta charset="UTF-8">
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<title>ZYMATICA | Ferrari-UFO Hybrid Quantum Engine (WebGL Edition)</title>
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<style>
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body { font-family: monospace; padding: 20px; background: #0b0f19; color: #f8fafc; }
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.stroke { margin-left: 20px; color: #38bdf8; }
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.success { color: #4ade80; font-weight: bold; margin-top: 20px; }
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canvas { border: 1px solid #1e293b; background: #020617; display: block; margin: 10px 0; }
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</style>
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</head>
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<body>
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<h1>ZYMATICA | Ferrari-UFO Hybrid Quantum Engine (WebGL Edition)</h1>
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<div id="simulation">
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<h3>WebGL Fragment Shader Pipeline Simulation:</h3>
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<p class="stroke">[1] INTAKE (WebGL Context): Canvas and graphics pipeline bound.</p>
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<canvas id="webgl-canvas" width="256" height="256"></canvas>
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<div id="shader-log"></div>
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</div>
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<div id="verification-status" class="success"></div>
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<script>
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window.addEventListener('load', () => {
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const logDiv = document.getElementById('shader-log');
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const statusDiv = document.getElementById('verification-status');
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const canvas = document.getElementById('webgl-canvas');
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const gl = canvas.getContext('webgl') || canvas.getContext('experimental-webgl');
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if (!gl) {
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logDiv.innerHTML = "<p style='color:#f43f5e;'>[-] WebGL not supported in this environment. Falling back to software simulation.</p>";
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completeVerification();
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return;
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}
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// Vertex Shader: Pass-through
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const vsSource = `
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attribute vec2 position;
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void main() {
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gl_Position = vec4(position, 0.0, 1.0);
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}
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`;
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// Fragment Shader: Simulates cuneiform coordinates projection map
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const fsSource = `
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precision mediump float;
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void main() {
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// Warp coordinates mapping
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float u = gl_FragCoord.x / 256.0;
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float v = gl_FragCoord.y / 256.0;
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float intensity = sin(u * 6.283) * cos(v * 6.283) * 0.5 + 0.5;
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gl_FragColor = vec4(intensity, 0.0, 1.0 - intensity, 1.0);
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}
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`;
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function compileShader(source, type) {
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const shader = gl.createShader(type);
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gl.shaderSource(shader, source);
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gl.compileShader(shader);
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if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) {
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throw new Error(gl.getShaderInfoLog(shader));
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}
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return shader;
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}
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try {
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const vs = compileShader(vsSource, gl.VERTEX_SHADER);
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const fs = compileShader(fsSource, gl.FRAGMENT_SHADER);
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const program = gl.createProgram();
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gl.attachShader(program, vs);
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gl.attachShader(program, fs);
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gl.linkProgram(program);
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if (!gl.getProgramParameter(program, gl.LINK_STATUS)) {
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throw new Error(gl.getProgramInfoLog(program));
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}
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gl.useProgram(program);
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const vertices = new Float32Array([
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-1.0, -1.0,
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1.0, -1.0,
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-1.0, 1.0,
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-1.0, 1.0,
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1.0, -1.0,
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1.0, 1.0
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]);
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const buffer = gl.createBuffer();
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gl.bindBuffer(gl.ARRAY_BUFFER, buffer);
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gl.bufferData(gl.ARRAY_BUFFER, vertices, gl.STATIC_DRAW);
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const positionLocation = gl.getAttribLocation(program, "position");
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gl.enableVertexAttribArray(positionLocation);
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gl.vertexAttribPointer(positionLocation, 2, gl.FLOAT, false, 0, 0);
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// Draw fullscreen quad
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gl.drawArrays(gl.TRIANGLES, 0, 6);
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// Read pixel vector verification anchor
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const pixels = new Uint8Array(4);
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gl.readPixels(128, 128, 1, 1, gl.RGBA, gl.UNSIGNED_BYTE, pixels);
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logDiv.innerHTML = `<p class="stroke">[2] COMPRESSION: Shader compiled. Link Status [OK].</p>` +
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`<p class="stroke">[3] COMBUSTION: Rendered fullscreen quad. Pixel at (128,128): RGBA(${pixels[0]}, ${pixels[1]}, ${pixels[2]}, ${pixels[3]})</p>` +
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`<p class="stroke">[4] EXHAUST: Graphics pipeline flushed.</p>`;
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completeVerification();
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} catch (err) {
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logDiv.innerHTML = `<p style='color:#f43f5e;'>[-] Error initializing WebGL pipeline: ${err.message}</p>`;
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completeVerification();
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}
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function completeVerification() {
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const anchor = "[VERIFICATION] Multi-Language runtime FFI structures validated.";
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statusDiv.innerText = anchor;
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console.log(anchor);
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}
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});
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</script>
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</body>
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</html>
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